DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GEP1312 | Special Topics in E-sports | Fall | 3 | 0 | 3 | 5 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | Turkish |
Type of course: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Hybrid |
Course Coordinator : | Dr. BURCU ALARSLAN ULUDAŞ |
Course Objectives: | This course is an introduction to esports and digital gaming culture. This course provides students with the basics of esports, professional the functioning on the stage, the items of operation, how it is implemented in national and international perspective and the It aims to teach the current situation. Throughout the semester, students will only learn about the esports industry. While participating in the experience of being an actor, they will also become critical thinkers of this developing industry. They will have the opportunity to examine |
The students who have succeeded in this course; When you successfully complete this course you will be able to do the following. 1. Defining the esports industry and understanding the ecosystem 2. Learning about the history of esports 3. Be able to define the roles of different stakeholders in the esports industry 4. Being able to compare Traditional Sports and Electronic Sports 5. Obtaining information on various esports operations items (e.g. marketing, sponsorship, events, venue management, communication, finance, law) 6. Learns the software, hardware and applications used in digital games and e-sports fields. 7. Keeping in touch with industry professionals |
Week | Subject | Related Preparation |
1) | Special Titles in Esports Introduction to the Course | |
2) | Esports History | |
3) | Team Management | |
4) | Esports Law | |
5) | Field Trip | |
6) | Sponsorship and Marketing | |
7) | Midterm Exam | |
8) | Esports Entrepreneurship | |
9) | Infrastructure and Technology in Esports Requirements | |
10) | International Event Management | |
11) | Health in Esports | |
12) | Esports in Education | |
13) | Esports in Sports Clubs Investments | |
14) | final |
Course Notes / Textbooks: | |
References: | Hedlund, D.P., Fried, G., and Smith III, R.C. 2021. Esports Business Management. Champaign, IL: Human Kinetics. Scholz, T.M. 2019. Esports Is Business: Management in the World of Competitive Gaming. Cham, Switzerland: Palgrave Macmillan Taylor, T.L. 2015. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Boston: MIT Press |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 25 |
Homework Assignments | 1 | % 25 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |